Fatal Push Discussion

4 hours ago

ConstantVigilance, I'd recommend Ingest as well. That way when it deals combat damage to your opponent, they exile the top card of their library. This in turn means when you cast your next one, you have a target in exile to work with to gain the 3 life :)

Maybe make it cost for the added ability and synergy?

Almost feels like a rare at this point. I'd personally recommend it be more of a hard-to-get uncommon. I know back during Kaladesh / Aether Revolt, barely anyone got Fatal Push despite being an uncommon. That was one of the reasons it was so expensive back then - it had the same pull rate as a rare, despite not being one.

4 days ago

Hello, your deck has some potential. Just some advices:

I think you should replace Grasp of Darkness for Dismember, that -1/-1 extra could be truly useful for some tanky creatures. Also, you can distribute those mana as you want. That extra mana/life is worth of being paid.

Cordial Vampire is a must since Modern Horizons was released. You must play it. It doesnt only go well with your removal, it goes well with chomp blocks, or even if you consider that Gatekeeper of Malakir that I mentioned before, It could be truly awesome.

5 days ago

I'd highly recommend making your deck 60 cards, cutting down on a lot of creatures (30 is a ton for Modern decks!), and instead increase the number of lands (23-25) and put in a whole ton of mana ramp. Spells with X really need large values of X to pay off. In terms of creatures to cut, I'd start with Endless One since it's just a vanilla creatures, Genesis Hydra since you're very likely to only hit creatures with X (and the creature will come into play with 0 counters if it's put into play this way), and possibly Wildborn Preserver since you'll constantly have to strike a balance with your mana between the creature you're casting and the Preserver. I'd also cut Nourishing Shoal as life gain doesn't really do that much if you're behind on board (other than delay the inevitable).

1 week ago

Is this deck intended to be casual or competitive? Budget or no? I'd recommend changing the hubs for your deck to help everyone give more targeted feedback and to expose the deck to a broader audience.

That being said, here are cards I'd recommend based off of Mill decks I've seen on MTGO/online (not taking into account card cost):
Shelldock Isle as it basically nets you an extra card/free spell

-You have a fair number of expensive cards in your deck, but you only have 20 lands. I have a feeling that your expensive cards will be stuck in your hand as you struggle to draw enough lands to play them (which will only be exacerbated by the fact that you have 64 cards in your deck). Even still, you'll probably want 21-23 lands in your deck. With that the average game of Modern lasts about 5 turns - can you successfully mill your opponent out in that time? If not, you'll want to trim/remove the cards that don't have a significant impact by that time. For example, I would consider replacing the following:

Traumatize: most of the time this will probably only be marginally better than another Glimpse or perhaps even worse! I'd recommend doing some playtesting with your deck to see on average how many cards you mill from your opponent by turn 5. Also consider that opponents will be thinning their decks with fetchlands, Arcum's Astrolabe, and Mishra's Bauble.

Increasing Confusion: this card is very deceptive in that it actually isn't that mana efficient. If you flash it back on turn 5, then it's the exact same thing as Glimpse!

Mind Grind: same thing except for Mind Funeral - at 6 mana, this card does the same thing that Mind Funeral does for 3!
-If you can afford it, definitely run 4x Glimpse, 4x Archive Trap, and 4x Mesmeric Orb. Those are your most powerful cards that you'll want every game.

-You'll also want dual lands, like Darkslick Shores, Drowned Catacomb, Watery Grave, etc. This will really help prevent you from getting mana screwed by drawing too many of one basic. Also, fetchlands are Hedron Crab's best friend!

Mill is always a fringe deck in the Modern metagame as most decks will just out-value and outrace you, which is a shame because I always find Mill so fun to play! I hope all this helps you out and I hope I didn't come off as mean/rude. I'm genuinely trying to help you out with your deck so you can win more and have more fun with it!

2 weeks ago

I've been playing a fair amount of Modern with companions to get a feel for the format with their inclusion and although the prevailing opinion seems to be that Lurrus is the best performing companion I'm not so certain it's that clear cut.

I'm actually starting to trend toward Yorion being the best companion in Modern.

The 80 card restriction is less restrictive, and the downside of a larger deck is very negligible in the majority of cases. Both companions lend themselves very well to a value based game plan approach, but Lurrus is limited to a single use of a single card once per turn while Yorion flickers whole boards and can get wildly out of control with flicker looping generating 4, 5, 6 extra cards a turn with scry effects, token generation, no downside planeswalker activtions, etc. Yorion is also much tougher to kill off due to immunity to Fatal Push, Lightning Bolt, Abrupt Decay, etc.

Then there's some more recent tournament data that suggests Yorion decks are slightly out performing Lurrus decks at the top level of play.

I honestly think this might be the more potent of these two companions for Modern.

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